10 research outputs found

    TropeTwist: Trope-based Narrative Structure Generation

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    Games are complex, multi-faceted systems that share common elements and underlying narratives, such as the conflict between a hero and a big bad enemy or pursuing some goal that requires overcoming challenges. However, identifying and describing these elements together is non-trivial as they might differ in certain properties and how players might encounter the narratives. Likewise, generating narratives also pose difficulties when encoding, interpreting, analyzing, and evaluating them. To address this, we present TropeTwist, a trope-based system that can describe narrative structures in games in a more abstract and generic level, allowing the definition of games' narrative structures and their generation using interconnected tropes, called narrative graphs. To demonstrate the system, we represent the narrative structure of three different games. We use MAP-Elites to generate and evaluate novel quality-diverse narrative graphs encoded as graph grammars, using these three hand-made narrative structures as targets. Both hand-made and generated narrative graphs are evaluated based on their coherence and interestingness, which are improved through evolution.Comment: submitted, 9 page

    Directed Emergent Drama

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    A fully interactive drama, where the player interacts with intelligent Non- Player Characters (NPCs), can revolutionise entertainment, gaming, education, and therapy. Creating such a genuinely interactive drama that is entertaining and gives players a sense of coherency as active participants in the unfolding drama has seen a substantial research effort. Authors have the power to shape dramatised stories for theatre or television at will. Conversely, the authors' ability to shape interactive drama is limited because the drama emerges from players' and NPCs actions during game-play, which significantly limits authoring control. A coherent drama has a recognisable dramatic structure. One philosophy is to use planning algorithms and narrative structures to reduce required authoring. However, planning algorithms are intractable for the large state-spaces intrinsic to interactive dramas, and they have not reduced the authoring problem sufficiently. A more straightforward and computationally feasible method is emergent interactive drama from players' and NPCs' actions. The main difficulty with this approach is maintaining a drama structure and theme, such as a mystery theme or a training scenario, that the player experiences while interacting with the game world. Therefore, it is necessary to impose some form of structure to guide or direct the unfolding drama. The solution introduced in this thesis is to distribute the computation among autonomous actors that are guided by goals and drama structures which a centralised autonomous director agent distributes among the actors, which comprises the following four main elements: a) autonomous rational actor agents that know they are acting and can negotiate dialogues between them to remain realistic while simultaneously progressing the drama, without the player knowing, b) Bayesian network to model the actors reasoning, including beliefs about other actors' mental states c) an autonomous director agent uses "schemas", conceptual structures based on motifs, to guide the actors

    Collaborative narrative generation in persistent virtual environments

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    This thesis describes a multi-agent approach to generating narrative based on the activities of participants in large-scale persistent virtual environments, such as massivelymultiplayer online role-playing games (MMORPGs). These environments provide diverse interactive experiences for large numbers of simultaneous participants. Involving such participants in an overarching narrative experience has presented challenges due to the difficulty of incorporating the individual actions of so many participants into a single coherent storyline. Various approaches have been adopted in an attempt to solve this problem, such as guiding players to follow pre-designed storylines, or giving them goals to achieve that advance the storyline, or by having developers (‘dungeon masters’) adapt the narrative to the real-time actions of players. However these solutions can be inflexible, and/or fail to take player interaction into account, or do so only at the collective level, for groups of players. This thesis describes a different approach, in which embodied witness-narrator agents observe participants’ actions in a persistent virtual environment and generate narrative from reports of those actions. The generated narrative may be published to external audiences, e.g., via community websites, Internet chatrooms, or SMS text messages, or fed back into the environment in real-time to embellish and enhance the ongoing experience with new narrative elements derived from participants’ own achievements. The design and implementation of this framework is described in detail, and compared to related work. Results of evaluating the framework, both technically, and through a live study, are presented and discussed

    Collaborative narrative generation in persistent virtual environments

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    This thesis describes a multi-agent approach to generating narrative based on the activities of participants in large-scale persistent virtual environments, such as massivelymultiplayer online role-playing games (MMORPGs). These environments provide diverse interactive experiences for large numbers of simultaneous participants. Involving such participants in an overarching narrative experience has presented challenges due to the difficulty of incorporating the individual actions of so many participants into a single coherent storyline. Various approaches have been adopted in an attempt to solve this problem, such as guiding players to follow pre-designed storylines, or giving them goals to achieve that advance the storyline, or by having developers (‘dungeon masters’) adapt the narrative to the real-time actions of players. However these solutions can be inflexible, and/or fail to take player interaction into account, or do so only at the collective level, for groups of players. This thesis describes a different approach, in which embodied witness-narrator agents observe participants’ actions in a persistent virtual environment and generate narrative from reports of those actions. The generated narrative may be published to external audiences, e.g., via community websites, Internet chatrooms, or SMS text messages, or fed back into the environment in real-time to embellish and enhance the ongoing experience with new narrative elements derived from participants’ own achievements. The design and implementation of this framework is described in detail, and compared to related work. Results of evaluating the framework, both technically, and through a live study, are presented and discussed

    Simulated role-playing from crowdsourced data

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2013.Cataloged from PDF version of thesis.Includes bibliographical references (p. 173-178).Collective Artificial Intelligence (CAl) simulates human intelligence from data contributed by many humans, mined for inter-related patterns. This thesis applies CAI to social role-playing, introducing an end-to-end process for compositing recorded performances from thousands of humans, and simulating open-ended interaction from this data. The CAI process combines crowdsourcing, pattern discovery, and case-based planning. Content creation is crowdsourced by recording role-players online. Browser-based tools allow nonexperts to annotate data, organizing content into a hierarchical narrative structure. Patterns discovered from data power a novel system combining plan recognition with case-based planning. The combination of this process and structure produces a new medium, which exploits a massive corpus to realize characters who interact and converse with humans. This medium enables new experiences in videogames, and new classes of training simulations, therapeutic applications, and social robots. While advances in graphics support incredible freedom to interact physically in simulations, current approaches to development restrict simulated social interaction to hand-crafted branches that do not scale to the thousands of possible patterns of actions and utterances observed in actual human interaction. There is a tension between freedom and system comprehension due to two bottlenecks, making open-ended social interaction a challenge. First is the authorial effort entailed to cover all possible inputs. Second, like other cognitive processes, imagination is a bounded resource. Any individual author only has so much imagination. The convergence of advances in connectivity, storage, and processing power is bringing people together in ways never before possible, amplifying the imagination of individuals by harnessing the creativity and productivity of the crowd, revolutionizing how we create media, and what media we can create. By embracing data-driven approaches, and capitalizing on the creativity of the crowd, authoring bottlenecks can be overcome, taking a step toward realizing a medium that robustly supports player choice. Doing so requires rethinking both technology and division of labor in media production. As a proof of concept, a CAI system has been evaluated by recording over 10,000 performances in The Restaurant Game, automating an Al-controlled waitress who interacts in the world, and converses with a human via text or speech. Quantitative results demonstrate how CAI supports significantly more open-ended interaction with humans, while focus groups reveal factors for improving engagement.by Jeffrey David Orkin.Ph.D

    Emotion-driven interactive storytelling.

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    Interactive storytelling has attracted plenty of research interest in recent years. Most current interactive storytelling systems follow a goal-oriented approach to story representation, i.e. the user is engaged with the story through fulfilling a number of goals rather than empathising with the characters and experiencing anenriched emotional experience (Pizzi and Cavazza 2007). This fails to satisfy potential users who are oriented to traditional media, such as movies (Louchart et al. 2008) and demographic groups who are interested in attractive and challenging stories (Duh et al. 2010). Given this consideration, an emotion-driven interactive storytelling approach is proposed in this research. In contrast to the goal-oriented interactive storytelling approach, emotion-driven interactive storytelling attempts to create an engaging emotional experience, and involve the user’s emotion with the characters. More importantly, the user’s emotions, evoked by empathising with the characters, determine the character’s behaviours and therefore have an impact on the whole storyline. In this sense, emotions, as a driving force, directly and explicitly contribute to storytelling and the user experience. An interactive video was made by re-editing existing TV material to interpret the concept of emotion-driven interactive storytelling. The examination of user experience of playing this interactive video revealed that non-gamers were more likely to be emotionally involved with the interactive video and empathise with the character. Participants in this group also exhibited higher enjoyment and engagement than gamers. In addition, females were found more likely to empathise with the character and satisfy with the storyline. However because the TV material used to make the interactive video was female-oriented, males failed to enjoy and engage themselves as much as females. But it is important to note that in comparison to males’ previous experience of watching TV Ugly Betty, emotion-driven interactive storytelling increased their enjoyment and engagement. Therefore, emotion-driven interactive storytelling enriches the approach to developing interactive storytelling systems and has the potential to provide an engaging user experience to some types of users. Future research possibilities are discussed with respect to a wider population and research where materials suitable for both genders are presented

    Developing Learning System in Pesantren The Role of ICT

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    According to Krashen's affective filter hypothesis, students who are highly motivated have a strong sense of self, enter a learning context with a low level of anxiety, and are much more likely to become successful language acquirers than those who do not. Affective factors, such as motivation, attitude, and anxiety, have a direct impact on foreign language acquisition. Horwitz et al. (1986) mentioned that many language learners feel anxious when learning foreign languages. Thus, this study recruits 100 college students to fill out the Foreign Language Classroom Anxiety Scale (FLCAS) to investigate language learning anxiety. Then, this study designs and develops an affective tutoring system (ATS) to conduct an empirical study. The study aims to improve students’ learning interest by recognizing their emotional states during their learning processes and provide adequate feedback. It is expected to enhance learners' motivation and interest via affective instructional design and then improve their learning performance

    Learning to tell tales: automatic story generation from Corpora

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    Automatic story generation has a long-standing tradition in the field of Artificial Intelligence. The ability to create stories on demand holds great potential for entertainment and education. For example, modern computer games are becoming more immersive, containing multiple story lines and hundreds of characters. This has substantially increased the amount of work required to produce each game. However, by allowing the game to write its own story line, it can remain engaging to the player whilst shifting the burden of writing away from the game’s developers. In education, intelligent tutoring systems can potentially provide students with instant feedback and suggestions of how to write their own stories. Although several approaches have been introduced in the past (e.g., story grammars, story schema and autonomous agents), they all rely heavily on handwritten resources. Which places severe limitations on its scalability and usage. In this thesis we will motivate a new approach to story generation which takes its inspiration from recent research in Natural Language Generation. Whose result is an interactive data-driven system for the generation of children’s stories. One of the key features of this system is that it is end-to-end, realising the various components of the generation pipeline stochastically. Knowledge relating to the generation and planning of stories is leveraged automatically from corpora and reformulated into new stories to be presented to the user. We will also show that story generation can be viewed as a search task, operating over a large number of stories that can be generated from knowledge inherent in a corpus. Using trainable scoring functions, our system can search the story space using different document level criteria. In this thesis we focus on two of these, namely, coherence and interest. We will also present two major paradigms for generation through search, (a) generate and rank, and (b) genetic algorithms. We show the effects on perceived story interest, fluency and coherence that result from these approaches. In addition, we show how the explicit use of plots induced from the corpus can be used to guide the generation process, providing a heuristically motivated starting point for story search. We motivate extensions to the system and show that additional modules can be used to improve the quality of the generated stories and overall scalability. Finally we highlight the current strengths and limitations of our approach and discuss possible future approaches to this field of research

    Rerolling Boardgames: Essays on Themes, Systems, Experiences and Ideologies (Studies in Gaming)

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    Despite the advent and explosion of videogames, boardgames--from fast-paced party games to intensely strategic titles--have in recent years become more numerous and more diverse in terms of genre, ethos and content. The growth of gaming events and conventions such as Essen Spiel, Gen Con and the UK Games EXPO, as well as crowdfunding through sites like Kickstarter, has diversified the evolution of game development, which is increasingly driven by fans, and boardgames provide an important glue to geek culture. In academia, boardgames are used in a practical sense to teach elements of design and game mechanics. Game studies is also recognizing the importance of expanding its focus beyond the digital. As yet, however, no collected work has explored the many different approaches emerging around the critical challenges that boardgaming represents. In this collection, game theorists analyze boardgame play and player behavior, and explore the complex interactions between the sociality, conflict, competition and cooperation that boardgames foster. Game designers discuss the opportunities boardgame system designs offer for narrative and social play. Cultural theorists discuss boardgames' complex history as both beautiful physical artifacts and special places within cultural experiences of play

    Distributed moderation systems:an exploration of their utility and the social implications of their widespread adoption.

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    The present research introduces and investigates Distributed Moderation systems - in particular, sites where the votes of users are aggregated in order to rank or grade items of content. The primary subject of this research is reddit.com - a 'social news' website where users vote to collectively determine the level of visibility which will be afforded to submitted items of content. This research is investigative in nature - at its inception there was little published research on Distributed Moderation (DM) systems. The question which has guided the research is "what can we learn about these systems through observation and the interrogation of data which they naturally produce and store in their day-to-day operation?". There are Chapters of the thesis which investigate how DM works in practice (Chapter 5) and how/why individual users participate (Chapter 6). The research also devotes considerable attention to the social implications of producing information resources in this fashion (Chapter 7) - how do the resources which are produced using DM systems differ to those produced in a more conventional manner? At the outset of this research reddit was a relatively little-known website - over the course of the research it has become much more widely recognised and in the process it has changed considerably. Chapter 8 considers reddit from a longitudinal perspective; observing its development has offered insight into both the potential and the limitations of this particular application of DM. The final Chapter re-visits research questions and considers how one might go about adapting DM to other domains, with an emphasis on the political
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